I got a blue screen after loading total miner, switching the game music up 1, and down 1 to disable the music, then going back to the main menu, and selecting to play, and it started to load my world lists.

If it helps, I did add a few changes to a texture mod before trying total miner, but it is NOT set to automatically load up through the menu settings.

Here's the error:

Spoiler for Hidden Content:

Total Miner: Forge. Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.NullReferenceException: Object reference not set to an instance of an object. at StudioForge.Engine.GameState.MenuScreen.UnloadContent() at StudioForge.TotalMiner.Screens.BlockMenuScreen.UnloadContent() at StudioForge.Engine.GameState.ScreenManager.UnloadContent() at Microsoft.Xna.Framework.DrawableGameComponent.Dispose(Boolean disposing) at Microsoft.Xna.Framework.GameComponent.Dispose() at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing) at Microsoft.Xna.Framework.Game.Dispose() at StudioForge.Engine.Game.BaseGame.Run[T]()

To anyone answering your post, yes it is. Mainly because if you look at us, we all have enough posts to tell you we have stuck around for a while, and are fans of the game.

Ultimately it depends in what you're looking for. I say its well worth the $10 to the point where I bought some friends the game, as well as myself.

If you haven't played since before scripts, I would say to start easy with it, and not overload yourself, or you will leave and never look back, because it changed so much.

If you are looking for a game that makes it very easy to mod in your own items, textures, and NPCs, then YES. this is a great deal. It's easily worth $20-30, but the $10 price tag makes it that much more affordable, and better of a deal.

Spheres work like the flood tool don't they, where if it hits a block, it stops?

Why not just put a marker on the ground, and set the sphere to be the desired size, and fill it it. If you're worried about it being filled, outline it with a block that is different than the fill block, and replace the fill block to air, and you'll be left with an outline.

The only difference from adding the new items to the code, was that I created a new GIMP file that is set to 6400 Pixels (Wide) by 16 Pixels (tall), because I ran out of room on the original one (1600X16). I then copied all the block textures, and pasted to the new GIMP file.

I made sure to replace the original sile with save as, so no file names changed, and I also exported as for the PNG, so again, not to modify the file names. The PNG file is "TP_16.png"

Would anyone be able to shed possible light as to why it's not working?

All I could think of is that the GIMP file is too wide for it, so would there be a limit to the width that total miner could read? Or could it offset GIMP, and total miner could be reading the neghative space? (Outside of editable area in GIMP)

PS: I also removed the coding from the recent changes and tested with no luck.PSS: I am also pretty confident that I was able to successfully test the blocks with the GIMP file being it's current size, but I can't remember when exactly I changed it.